A empty mod base.
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Re: A empty mod base.
Careful with Nanoblobs, it has GPL stuff and if you use any of that Argh will cause huge forum drama every time your mod is mentioned.
- MechaStalin
- Posts: 18
- Joined: 14 May 2008, 09:25
Re: A empty mod base.
Not using nanoblobs actually. But mod is progressing well now, I hope to have the basics of the Russian faction configured enough for some internal netplay testing. :)
I'll make a thread for the mod with lots of pics once I get some more units ingame to show off.
I'll make a thread for the mod with lots of pics once I get some more units ingame to show off.
Re: A empty mod base.
You may want to take a look at some of my work. I have exactly that - a unit modelled after BRDM-2 that can see farther when stationary, and is amphibious (which makes it a hover in TA terms btw, because that seems to be the best way to achieve such functionality in Spring). Look for unit brdm in the archive.MechaStalin wrote:Also, is it possible to do recon vehicles like the BRDM-2 that would have sight bonuses etc but only when their stationary for a second or so?
Here are the BOS sources for unit scripts used in the above.
If you have problems getting files from RapidShare, I can probably upload them elsewhere.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: A empty mod base.
purely out of interest, did you use my model prep one?MechaStalin wrote:If you're up for it I greatly appreciate it, default models are not of concern really, I think I've got the model part down from the tutorials last night.Pressure Line wrote:I may be able to cobble something together. dont expect anything particularly pretty though :/
Re: A empty mod base.
Meh. I thought I'd already relaxed the License. Easily fixed...
Here's a link to a revised NanoBlobs, putting it into Public Domain.
So use whatever you want to, it's all up for grabs now, no strings attached. You don't even have to credit me.
Here's a link to a revised NanoBlobs, putting it into Public Domain.
So use whatever you want to, it's all up for grabs now, no strings attached. You don't even have to credit me.
- MechaStalin
- Posts: 18
- Joined: 14 May 2008, 09:25
Re: A empty mod base.
Thank you! I'll have to take a look at this later.yuritch wrote:You may want to take a look at some of my work. I have exactly that - a unit modelled after BRDM-2 that can see farther when stationary, and is amphibious (which makes it a hover in TA terms btw, because that seems to be the best way to achieve such functionality in Spring). Look for unit brdm in the archive.MechaStalin wrote:Also, is it possible to do recon vehicles like the BRDM-2 that would have sight bonuses etc but only when their stationary for a second or so?
Here are the BOS sources for unit scripts used in the above.
If you have problems getting files from RapidShare, I can probably upload them elsewhere.
I went through almost all the various tutorials on the website and forum at some point or another, as not all of them went very deep in every single subject for obvious reasons.Pressure Line wrote:purely out of interest, did you use my model prep one?MechaStalin wrote:If you're up for it I greatly appreciate it, default models are not of concern really, I think I've got the model part down from the tutorials last night.Pressure Line wrote:I may be able to cobble something together. dont expect anything particularly pretty though :/
Also, for initial version, I am considering Russia vs China as the two initial sides. I think its a possible conflict which you do not see that much in games. Although Germany or France might also prove interesting.
Also, if anybody is curious as to what kind of units will be available in the Russian faction, I'll post a list.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: A empty mod base.
My (Spring specific) model preparation tutorial can be found here. It covers the basics of using UpSpring and settingthe model up so it will work properly (it also has a load of pics illustrating every step)
I made a mod to test something out, its about as basic as it gets, just a single tank, it moves, shoots and fires, might be of some use to you... find it here.
I made a mod to test something out, its about as basic as it gets, just a single tank, it moves, shoots and fires, might be of some use to you... find it here.
- MechaStalin
- Posts: 18
- Joined: 14 May 2008, 09:25
Re: A empty mod base.
That is one of the ones I did use. And I already have basic tank function ready with the T-72, but thanks. :)Pressure Line wrote:My (Spring specific) model preparation tutorial can be found here. It covers the basics of using UpSpring and settingthe model up so it will work properly (it also has a load of pics illustrating every step)
I made a mod to test something out, its about as basic as it gets, just a single tank, it moves, shoots and fires, might be of some use to you... find it here.
Right now two quick questions, are the weapon ranges in meters? Becuase they seem to be, I set the T-72s max range to 3000 and got a pretty realistic result. Also, are non VTOL planes possible?
- MechaStalin
- Posts: 18
- Joined: 14 May 2008, 09:25
Re: A empty mod base.
SU-24 which works fine, only problem is it behaves as VTOL which isnt exactly proper. That and I need to figure out if animating swing wings is possible, but that will have to wait till later.


Re: A empty mod base.
Weapon ranges are in "elmos" (pixels in TA), one footprint square is equal to 16 elmos IIRC.
Re: A empty mod base.
Non-VTOL planes are possible, but require lua to work. There are some in current S'44 svn version, but that isn't available to the public yet.
Re: A empty mod base.
Also, animating swing wings should be possible through the MoveRate calls in COB, but I can't remember the specifics.
Alternatively, they could be part of the aiming animation, or simply animated on take off and landing.
Alternatively, they could be part of the aiming animation, or simply animated on take off and landing.
- MechaStalin
- Posts: 18
- Joined: 14 May 2008, 09:25
Re: A empty mod base.
Okay, well I'll continue work on getting various Russian units ingame tomorrow, and try to get a thread going, quick question though, are there any helicopter examples available? I'd like to get an animated Mi-24 ingame tomorrow. :)
Also one thing I will need to borrow from another mod will be infantry units, I'm terrible at making 3d models of people so they will need to be taken from another source, I'm not TERRIBLY concerned about them being too accurate, as with infantry a simple reskin to era appropriate camo is easy and a rifle isn't that big of a deal.
Also, I imagine engine sounds are doable as well yes? Its kind of odd to see tanks and planes cruising about silently.
Also one thing I will need to borrow from another mod will be infantry units, I'm terrible at making 3d models of people so they will need to be taken from another source, I'm not TERRIBLY concerned about them being too accurate, as with infantry a simple reskin to era appropriate camo is easy and a rifle isn't that big of a deal.
Also, I imagine engine sounds are doable as well yes? Its kind of odd to see tanks and planes cruising about silently.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: A empty mod base.
this look promising :D I hope you do an SU 25 at some point.
Re: A empty mod base.
At some point Bob? I think released a free to use, scripted infantry. Check around. It would need some modification, as they're wearing Master Chief style power armor, but it would be a starting point for you.MechaStalin wrote:Also one thing I will need to borrow from another mod will be infantry units,
Re: A empty mod base.
looks great :} keep it up
whats the poly count and texture size on the plane btw ??
whats the poly count and texture size on the plane btw ??
Re: A empty mod base.
Engine sounds, while cool in theory, can create problems when put ingame. Imagine a dozen of tanks starting moving at once. Engine start + engine running sounds quickly add up to an overwhelming volume, so you hear nothing but them. If there are ~100 units starting up at once, then imagine what happens. Yet again, check the mod I linked above, it has that (and it has a mod options checkbox to disable that, too :) )
This can probably be fixed by introducing some randomness in unit scripts so sounds from different units are unsynched by a few frames, I haven't tried that approach yet.
This can probably be fixed by introducing some randomness in unit scripts so sounds from different units are unsynched by a few frames, I haven't tried that approach yet.
Re: A empty mod base.
S44 infantry are available, though the scripts would need a bunch of stuff ripping out most likely, and we are in the process of redoing them as they are a bit messy. But the models should be fine, at least as a placeholder.MechaStalin wrote:Also one thing I will need to borrow from another mod will be infantry units, I'm terrible at making 3d models of people so they will need to be taken from another source, I'm not TERRIBLY concerned about them being too accurate, as with infantry a simple reskin to era appropriate camo is easy and a rifle isn't that big of a deal.
Yeah, sounds can either be played through COB or LUA, S44 has a faked doppler effect engine sound widget for aircraft. It's a bit overkill for tanks though.Also, I imagine engine sounds are doable as well yes? Its kind of odd to see tanks and planes cruising about silently.
Also, don't be too worried to push the tricount a bit higher;

- MechaStalin
- Posts: 18
- Joined: 14 May 2008, 09:25
Re: A empty mod base.
SU-25 is finished actually, but is not ingame. It will most likely be the dedicated anti-tank plane with laser guided rockets.Machiosabre wrote:this look promising :D I hope you do an SU 25 at some point.
SU-24 is quite simple as with most of the models, 170 polys, texture is a simple 256x256 dds.Otherside wrote:looks great :} keep it up
whats the poly count and texture size on the plane btw ??
I would but most of these models are done already, I may go back and adjust some of them once the sides are put together and I'm 100% sure which ones I'm using.Also, don't be too worried to push the tricount a bit higher;
I'm still not sure how big I want the battles in this to be though, but I'm worrying about that after I get a basic outline of the first side ingame.